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This seems counterintuitive because of Rancor, but NOED can give you a speed boost that can be paired with Nemesis + PWYF to catch up to the Obsession quickly at Endgame and give 'em the 'ol Rancor.
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@NursesBootie said:
I share your opinion for high tier play.
For low tier play it's more killer favored.
This is about where I stand.
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David, easily. His only advantage is that he starts off with immediate access to Dead Hard.
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I'm not going to factor in Deathslinger yet because he is still in PTB. Between Clown, Legion, and Oni, factoring in the perks you already have, I would say Oni. You already have the usable Clown perks and the one usable Legion perk, and between the three characters, I would say Oni is probably the strongest.
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On the one hand, re-working Iron Maiden to make lockers function like hooks would be hilarious. On the other hand, that'd make for such a flavorful perk for hypothetically making Miss Trunchbull from "Matilda" into a DBD Killer that I would be sad if that perk idea was made real without The Trunchbull.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1119706#Comment_1119706
They are also meant to pack a punch and be extremely powerful. Hence their rarity.
They both work as intented, even if you have your reasons not to like it. They aren't suppose to be balanced because they never were to begin with.
That's a terrible reason for them to be unbalanced.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/132655/camping-as-leatherface-is-fun
Yea that sounds fair to me, but i have to say you sound a bit buthurt about ruin change here. But if you like to play that style, go for it. Great showcase on how "weak" killers are. They can get 2-4K without doing anything but standing still 95% of the time :D
I have to mention that ruin nerf is completly meaningless if you are a good killer. Corrupt and Pop in combo are way better then old ruin ever was, even if it had lasted the whole game, which was almost never the case. Why beeing sad about a totem that got cleansed within 30 seconds? Again, use corrupt, super simple.
Tried Corrupt; it didn't accomplish anything meaningful.
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@stvnhthr said:
Is it a bug or is it legit?
She said this new feature, you can't leave if the killer is close is part of the update.
This? This is not a thing. If what you are saying did happen as you describe it, it was almost definitely a bug.
@ClickyClicky said:
Its just how it is now...yet some people still insist the devs only care about survivors fun. 🙄
Being unable to use the hatch if the Killer is close is not "just how it is now."
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"DS, BT, adrenaline, DH, and unbreakabill"
Dead Hard doesn't just have a cooldown. It has a super cooldown that not only goes down conditionally, but also causes certain other perks to cooldown even though they weren't even used.
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NOED. Though I will use it if I am a low-level Killer with no other good perks. I'm not gonna gimp myself because the game gave me Monstrous Shrine, Distressing, and Thrill of the Hunt.
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"No, no. I said that SWF players should BAND together."
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@AhoyWolf said:
I'm not sure actually, every newer perk does have a cooldown for a very stupid reasons...
Like Thrilling Tremors does have a cooldown so you wouldn't "spam" it.
You can easily design Thrilling Tremors to avoid spamming by just making it similar to Pop Goes The Weasel. It activates for X seconds when a Survivor is put into the Dying State, and it only applies for the next time you pick up a Survivor. Sure, the tradeoff is that it doesn't proc if you grab someone, but I would totally be okay with that in exchange for no cooldown.
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@memiieko said:
https://forum.deadbydaylight.com/en/discussion/comment/1115546#Comment_1115546
Mad Grit is way worse compared to Breakout, hitting someone literally gives you about a second of paused timer because you recover from hitting anyways
Mad Grit sucks, yes. I don't mind giving Mad Grit this ability to make it suck just a bit less.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1120615#Comment_1120615
Where did they make that announcement, about Hangman's Trick? Could you link me to it?
I don't have a link, but I heard that a dev popped into a streamer's chat, and that happened to be something that was mentioned by said dev.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1120615#Comment_1120615
Hangman's Trick is broken. The aura reading distance allows you to see survivors almost across the entire map. I think it should make survivors exposed while sabotaging a hook and a few seconds after. Along with giving a notification when someone starts sabotaging a hook.
That's just Iron Maiden but for sabotaging. Like Iron Maiden, that would probably be trash because it's a perk that would trigger maybe once and then never again. And like the current Hangman's Trick, it requires you to completely guess in the lobby on whether someone intends to sabotage a hook or not.
No perk that only cares about sabotaging can be good because it hinges entirely on predicting a scenario that just won't come up very often (even with these new changes). It MUST still function as a more all-purpose perk in order for it to have a chance at being usable.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1121387#Comment_1121387
It's also like saying how spamming the Sportsmanship endorcement for thr extra XP and loot boxes in Overwatch is inflating statistics. There's not really that much of a way around it.
https://forum.deadbydaylight.com/en/discussion/comment/1121388#Comment_1121388
That does sound like a community problem. Like a lot of the problems in the game. Thought that it might be somethi to consider since other advice isn't always applicable, such as "just gen-rush facecampers" since the ither guy just as to sit there and take it.
There's a big difference between spamming something that can give extra reward and spamming something that can dole out punishment. And it goes beyond one person spamming it multiple times. What happens if multiple salty people all downvote the same person over the course of several games simply because that player good at the game? There's nothing that player can do to stop themself from being given a bad branding by the system and being grouped according. If there's nothing that can really be done about it, and "it" in this case has a reasonable chance of dishing out justice to innocent players, then that doesn't sound like a good system to take a chance on.
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Woo, ten Reverse Bear Trap kills in one session. I'm happy. Pig still weak tho.
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EDIT: Whoops, wrong thread. Um, yeah, it's only holding the game hostage if you body block in such a way that the game will basically be stuck continuing for a very long time.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1121359#Comment_1121359
Well, it'd be similar to a respect thing. If you, say, get a "Props" at the end of the game, your rating goes up. If you play dirty by hardcore tunnelling, facecamping, hook-tech with Borrowed Time, teabag excessively to annoy other players or anything that does indeed really annoy the community at large, then you get a negative rating. The lower your rating, the more likely you are to be limited to playing with people within a certain threshold. Those who excessively play dirty and try to ruin games for others may even be pretty much locked into lobbies with like-minded people.
It'd act like a "Code of Conduct" Matchmaking, alongside the actual matchmaking. Rank matchmaking will still take priority, of course, but being a respectable individual will make it more likely for you to load into a game faster. You also cannot rate those who you are grouped up against with SWF, similar to Overwatch and their Endorsement system.
I admit that it's not perfect, but hey. If there's a way to help stop some of the most rage inducing strategies around, then it might be worth looking into. If you can think of a way to improve it, then let me know.
How do you stop someone from downvoting because they lost to someone else?
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@Fengmin200 said:
https://forum.deadbydaylight.com/en/discussion/comment/1121230#Comment_1121230
With the rush gen .. it would be useless
Any faster than that, and it may as well be unlimited Traps, which I would not be okay with.
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@Fengmin200 said:
Unlimited trap..
The current state of the game, speed level is far too high .. the fault of the generators easy to repair. Too much perk ruins the killer part, that's why they prefer to camp or tunnel. The tunnel seems to work better than the camp ...
So if we want to avoid this, we would have to reassure the pig, and allow it to have infinite traps.. or else rechargeable.
Myself today I tunnel .. against my will, because with the infinite loops I have no time, and you can believe me there are professionals of the loop, and perks as decisive strike.
I'm okay with Pig slowly recovering RBTs over time. SLOWLY. I'm talking, like, several minutes per Trap.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1121118#Comment_1121118
https://forum.deadbydaylight.com/en/discussion/comment/1121124#Comment_1121124
My two favorite pig mains on the forums arguing. What do we do? The Earth as we know it will crumble and we will all fall into the endless void of space, starving and suffocating left and right. It's raining the end of the world.
I don't need to argue. The idea speaks for itself. :P
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1121088#Comment_1121088
How do YOU suggest we fix these problems then? Personally, I'm sick to death of being punished for others playing to troll others. I'm so frustrated with being hardcore face-camped by cloaked Wraiths who can't play the game properly. I'm about ready to delete the chainsaw killers with how many of them simply rely on it and waste my time with their chainsaw when they could have already downed me with 2 basic attacks.
So, let's see you come up with a better idea to remove these problems from the community.
Your idea is abusable. Whether or not I come up with a better one won't change that.
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@PigMainClaudette said:
This is why it would be nice to see something like an "honour" system so that those who want to abuse mechanics like Borrowed Time bodyblocks, facecamping and tunnelling or any of those other techniques that everyone LOVES to complain about, so that those who commonly do this are sent to their own little area where they can do this endlessly.
Abusing mechanics like Borrowed Time, body blocking, and winning, right? Because people will absolutely use the "honor system" for that last reason.
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@MysticMusician said:
I got body blocked into a corner one time by a leather face, and man I was angry but technically not against the rules. It's kinda rude tbh but, I guess it beats being body blocked by your own troll team mates or being blocked by survivors.
Depends on if he bodyblocked you to guarantee a chainsaw hit, did it so you could die to the endgame collapse, or did it to hold you prisoner indefinitely. The last one is actually against the rules and reportable.
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@Jigsaw_pprentice1993 said:
Its a dick move to do tho
If I know they gon die, THEY GON DIE.
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@Mattie_MayhemOG said:
Any change that meant there was even a remote chance of a RBT killing a survivor would be great. I have been playing for 9 months and have 1 kill, a level 19 who tried to walk out the exit with it activated.
I've gotten multiple trap kills in a day. It is doable.
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Very. Either that, or you are not giving the Traps enough priority and needlessly dying to them.
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@Clinton said:
I know a lot of people hate this perk but it's absolutely needed especially if you solo queue.
Killers are tunneling and proxy camping like mad men lately..
Okay. No one is saying you're mot allowed to use it always.
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@Alice_pbg said:
in case anyone has been missed out, we have not been given any indication as to when (or even if) this will happen.
...remember when they were just gonna give it to everyone and this wouldn't be an issue?
People who still don't have their cosmetics back have the complainers to thank for that. :P
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@AhoyWolf said:
I hope the second week will have some changes like they did with Ghostface in the PTB, since I want to test them before the update goes live.
To be fair, Ghostface changes in the PTB were absolutely necessary because Ghostface's reveal mechanic was broken (moreso than it currently is :P ) to the point where testing him was meaningless.
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“But Rey, there’s a cooldown!” Yes, there is... because otherwise this perk would be INSANE.
Not really. I'm not even sure it would be that much better than BBQ if it didn't have a cooldown. I would argue that the time it blocks a gen for is minimal enough that if no one is on a gen, the info BBQ would give you is better than the 16 seconds of gen block (since a chunk of that 16 seconds is spent getting to a hook). I could be wrong, but I would rather potentially know where everyone is for a few seconds than know that a potentially unknown number of people is at a gen, especially as a Pig because then I have a decently higher shot of knowing where a Survivor with a Trap is probably heading to.
With the cooldown, it is definitely not better than BBQ IMO, nor do I think it is worth using.
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I don't think the game's balance can support a fifth perk for each player.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1119779#Comment_1119779
The all walls, I agree. That’s why I suggest the second option as a quick fix instead of waiting 3-6-12 months for certain maps to be reworked Judy remove the one “infinite,” from the trouble maps by putting a breakable wall.
I wouldn't be surprised if that is the plan for the near future as far as problem maps.
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That seems like that would require way too much work.
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@Johnny_XMan said:
Personally I am ok with keys and moris.
Anyone here can sit and be like "let me present you with this scenario" and go "You didn't do anything to earn the hatch or the mori"...
here is my thing.... What IF they actually did? What if you know darn well you played optimally on either side and you feel like taking out a survivor earlier and camp them, or take the hatch after you complete gens?
I have literally never ever as killer had THE SAME EXACT scenario when a swf has had a key. Half the time I either forget they had it or the key never sees the light of day.
What IF they actually did?
No player earns the ability to reduce the conditions needed for kills/escapes because the Key and the Mori fundamentally make the end goal of either side easier (either from the start or out of nowhere in the middle of the game if it's a chest Key) with zero trade-off. If anything, it's the other way around: Keys and Moris fundamentally deny the respective opposing side a fair chance at succeeding and stack the game heavily against them with no trade-off.
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@Johnny_XMan said:
In before all the people telling you other things need balancing too...
Oh wait, they're already here.
Nah, I will simply just say that this is a bad idea. :P This is technically weaker than DS, but makes up for it by working both first and second hook instead of either-or. It also just encourages camping and slugging to make sure they don't get to take advantage of this.
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@siren_sorceress said:
None of my friends really liked the toolbox changes. It was still difficult to sabo effectively without wasting time not doing gens. Like a flashlight save, you have to be right there. You have to get 3 hooks bc theres always about 3 the killer can go to. Killer is still faster than you while holding a surv. You have to have the right add ons too which will disappear even if you die. Youll probably need yuis wiggle perk. Idk if Jake's sabo perk was changed at all. The first few games I got wiggle offs but the next day killers wised up and brought anti sabo perks, slugged with infecious fright, etc. Oh and the hooks respawn very quickly. The toolboxes charge runs out quickly. I think I could get like 7 hooks down which isnt much bc you need to get like 3 hooks around the downed surv. The killers adapted perfectly fine. Killers currently have multiple ways to counter saboing. It takes a lot of perks, items and time to sabo effectively...
I really dont understand why killers are freaking out as gen speed toolboxes are being nerfed to pretty much garbage tier. Just bc saboing will be somewhat more viable doesnt mean itll be broken. Oh and let's not forget the massive buff pigs perk is getting. So overall I think itll be a healthy update.
Hangman's Trick apparently will not make it to live as it currently is. Whether it gets nerfed, gutted, or just reverted completely (minus the Bear Trap), I cannot say.
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I play almost completely Pig.
As far as add-ons, I will rotate between:
Last Will
Jigsaw's Annotated Plan
Bag of Gears
Jigsaw's Sketch
Crate of Gears
Tampered Tamper
Perks is a tough one, as I haven't quite found the suite I like yet. I use PGTW and BBQ for my non-meme build, and Agitation + Iron Grasp + Mad Grit for my meme build.
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Iron Grasp + Mad Grit =/= Tryhard :P
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Apparently it was because there was some error that caused Xbox players to be paired with the wrong servers that were hella far away from them.
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Adrenaline and NOED. The amount of momentum they are capable of granting at the end of the game is too much for my liking, even if one is for winning and one is for losing.
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Favorite map?
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Gun >>> Hatchet in terms of coolness. Reeling in Survivors is fun. I like having a sight to aim down. Did I mention gun is way cooler? :P
But yeah, in terms of mechanical benefit, there is little reason to use Deathslinger over Huntress. She pretty much does just about anything Deathslinger can do and more, and any advantages Deathslinger has over her are outweighed by the disadvantages.
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@Scytere said:
https://forum.deadbydaylight.com/en/discussion/comment/1112503#Comment_1112503
Don't do that! I like booping the snoot!
"When the Pig becomes boop snooted, the offending Survivor is put into the Dying State. The Pig can then mori that Survivor."
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I haven't finished yet (currently in the T's for purple perks), but I agree with most of what he says. There are some that I may feel a little off on, but the only one I really disagree with so far is Thrilling Tremors. I personally think the big cooldown is a fairly bigger deal than he is making it out to be and really neuters the perk. I think that cooldown should be thrown out the window (just make the time the gens are blocked variable, like 10/13/16 seconds), and I also think that blocked gens should be allowed to regress.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1116213#Comment_1116213
Dont worry, we are still on PTB and changes can be made. I think the devs realize he needs some tweeks and will buff him
I really wish the devs would say something about how the PTB has been going so far. The only thing I've heard through the grapevine is that Hangman's Trick apparently will not remain as it currently is in the PTB for the live release.
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Depending on how it gets changed on its live release, potentially Hangman's Trick.
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@TTVfbYTigTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1114348#Comment_1114348
No bait. Simply applying the logic behind the ruin change.
Thread was also not "ill thought out." Providing the explanation the devs gave behind the ruin change is, repetitive, Onyx. Corrupt does impact newer players. Because many killers pair it with discordance. New players don't study every characters perks right off the top of the bat. Corrupt is too passive - killer gets 3 gens blocked for doing nothing, where's the skill in that?
Corrupt is not good, though.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/1115781#Comment_1115781
I'm 100% joking.
I know, but I am being serious. I tested Hangman's Trick with the other three perks once in PTB, and it was hilarious.